Open Source Tomb Raider Engine
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Vector3d.cpp 2.7KB

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  1. /*!
  2. * \file src/math/Vector3d.cpp
  3. * \brief 3D Math vector
  4. *
  5. * \author Mongoose
  6. */
  7. #include <math.h>
  8. #include "global.h"
  9. #include "math/Vector3d.h"
  10. Vector3d::Vector3d() {
  11. mVec[0] = mVec[1] = mVec[2] = 0.0f;
  12. }
  13. Vector3d::Vector3d(float v[3]) {
  14. mVec[0] = v[0];
  15. mVec[1] = v[1];
  16. mVec[2] = v[2];
  17. }
  18. Vector3d::Vector3d(float x, float y, float z) {
  19. mVec[0] = x;
  20. mVec[1] = y;
  21. mVec[2] = z;
  22. }
  23. Vector3d::Vector3d(const Vector3d &v) {
  24. mVec[0] = v.mVec[0];
  25. mVec[1] = v.mVec[1];
  26. mVec[2] = v.mVec[2];
  27. }
  28. float Vector3d::dot(const Vector3d &u, const Vector3d &v) {
  29. return (u.mVec[0]*v.mVec[0] + u.mVec[1]*v.mVec[1] + u.mVec[2]*v.mVec[2]);
  30. }
  31. Vector3d Vector3d::cross(const Vector3d &u, const Vector3d &v) {
  32. return Vector3d(u.mVec[1] * v.mVec[2] - u.mVec[2] * v.mVec[1],
  33. u.mVec[2] * v.mVec[0] - u.mVec[0] * v.mVec[2],
  34. u.mVec[0] * v.mVec[1] - u.mVec[1] * v.mVec[0]);
  35. }
  36. float Vector3d::magnitude() {
  37. return sqrtf(mVec[0]*mVec[0] + mVec[1]*mVec[1] + mVec[2]*mVec[2]);
  38. }
  39. Vector3d Vector3d::unit() {
  40. float norm = magnitude();
  41. return Vector3d(mVec[0] / norm,
  42. mVec[1] / norm,
  43. mVec[2] / norm);
  44. }
  45. Vector3d Vector3d::zeroVector() {
  46. return Vector3d(0, 0, 0);
  47. }
  48. Vector3d Vector3d::operator +(const Vector3d &v) {
  49. return Vector3d(mVec[0] + v.mVec[0],
  50. mVec[1] + v.mVec[1],
  51. mVec[2] + v.mVec[2]);
  52. }
  53. Vector3d Vector3d::operator -(const Vector3d &v) {
  54. return Vector3d(mVec[0] - v.mVec[0],
  55. mVec[1] - v.mVec[1],
  56. mVec[2] - v.mVec[2]);
  57. }
  58. Vector3d Vector3d::operator -() {
  59. return Vector3d(-mVec[0],
  60. -mVec[1],
  61. -mVec[2]);
  62. }
  63. Vector3d Vector3d::operator *(float s) {
  64. return Vector3d(s * mVec[0],
  65. s * mVec[1],
  66. s * mVec[2]);
  67. }
  68. Vector3d Vector3d::operator /(float s) {
  69. return Vector3d(mVec[0] / s,
  70. mVec[1] / s,
  71. mVec[2] / s);
  72. }
  73. float Vector3d::operator *(const Vector3d &v) {
  74. return dot(*this, v);
  75. }
  76. void Vector3d::normalize() {
  77. float norm = magnitude();
  78. mVec[0] /= norm;
  79. mVec[1] /= norm;
  80. mVec[2] /= norm;
  81. }
  82. void Vector3d::zero() {
  83. mVec[0] = 0;
  84. mVec[1] = 0;
  85. mVec[2] = 0;
  86. }
  87. Vector3d &Vector3d::operator =(const Vector3d &v) {
  88. mVec[0] = v.mVec[0];
  89. mVec[1] = v.mVec[1];
  90. mVec[2] = v.mVec[2];
  91. return *this;
  92. }
  93. Vector3d &Vector3d::operator +=(const Vector3d &v) {
  94. mVec[0] += v.mVec[0];
  95. mVec[1] += v.mVec[1];
  96. mVec[2] += v.mVec[2];
  97. return *this;
  98. }
  99. Vector3d &Vector3d::operator -=(const Vector3d &v) {
  100. mVec[0] -= v.mVec[0];
  101. mVec[1] -= v.mVec[1];
  102. mVec[2] -= v.mVec[2];
  103. return *this;
  104. }
  105. Vector3d &Vector3d::operator *=(float s) {
  106. mVec[0] *= s;
  107. mVec[1] *= s;
  108. mVec[2] *= s;
  109. return *this;
  110. }